Alternatives/compensations for paying XP?

KrazyHades

First Post
I know that a lot of wizards/sorcerers or other spellcasters hate losing XP in order to pay for magic item creation or high level spellcasting. They inevitably point out that the other characters don't have to pay for anything with such a precious commodity.

With my group, I generally allow the spellcaster to split the XP cost with willing party members. The split can be even or uneven. For example, when forging a spiffy new sword for the fighter because he needs an upgrade, the whole party splits the XP cost evenly because it benefits all of them. However, when the fighter gets his sights totally fixated on a flame burst greatsword, when he already has a good weapon, he is often the only one giving XP (the wizard doesn't even give any).

I find that this system works very well for me, because it doesn't force spellcasters to be "punished" for making an item the whole party needs, much less for something somebody wants but doesn't actually require.

What do your groups do to help this problem, or do you even see it as such?
 

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Best alternative I have seen is P-Kitty's variant.. the thread of which I seem to have misplaced.

Boiled down the system is as follows:

Leveling is determined by the GM through whatever means prefered.
Action points are gained at each level of 5 + 1/2 level
An action point can be burnt to gain 1,000 xp for the purposes of crafting, spells, etc.
Non-casters can donate xp to the crafting process, however the transfer is not exact. It costs 3 xp to transfer 1.

This system, which he explains much better, allows item creating casters to stay in the same level bracket. I am using it in my current campaign, but the characters have not looked at item creation as of yet.
 

KrazyHades said:
I know that a lot of wizards/sorcerers or other spellcasters hate losing XP in order to pay for magic item creation or high level spellcasting. They inevitably point out that the other characters don't have to pay for anything with such a precious commodity.

They're missing that it's to their longer-term benefit.
 

A Wizards' XP 'spend' is balanced by being able to make a 100% GP profit on anything he makes.
If the party Wiz decides to make stuff for the rest of the party at cost he is doing himself out of a lot of cash and getting little tangible return.

Personally, I would allow the transfer of XPs from the person wanting the item.

As a little aside, when Plane Sailing was running Eberron for us, I had an Artificer and when I made items for other PCs, if they donated the XP they got the item for 50% of retail. If I used my Craft Reserve, they paid retail - 10%. If I had to use my own XP they paid full whack.
Reclaiming XPs from items helped a lot but isn't much help in non-Eberron games.
 

I suggest using a simple Power Component that essentially is magic incarnate, with a cost of 5gp per 1xp. The liquid form of this substance could be called "manna" or "quintessence", and can be recovered from ancient sites of magical power (i.e. dungeons) as part of a quest. The solid form of this substance could be called "orichalcum" or "arcanite", and is equally as adventurous to harvest. Perhaps in ancient times, the solid form of this substance was wrought as coins and disks, called "power disks" by artificers, with different values for different sizes (and the different xp totals bound within).

Just A Thought,
Flynn
 

Flynn said:
I suggest using a simple Power Component that essentially is magic incarnate, with a cost of 5gp per 1xp.
Yeah, this is basically the "levin" option from the Advanced Gamemaster's Guide, and it's definitely my preferred option. I like the idea of being able to give out potential magic items as treasure, instead of actual magic items.
 

The splitting the cost method is the one I offer my players.

Personally as a player, I much prefer the splitting of the XP cost, as I will more likely pick up craft feats vice hoping for a Magic-Mart. :cool:
 

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